Tales from the Fallen Gate
Medium humanoid (Dhari), chaotic good
Armor Class 15 (leather cuirass)
Hit Points 40
Speed 30 ft.
STR 17 (+3) DEX 14 (+2) CON 15 (+2) INT 11 (+0) WIS 9 (-1) CHA 13 (+1)
Saving Throws Strength +5, Constitution +4
Senses passive Perception 10
Skills Athletics +7, Intimidation +4, Survival +1
Armor Proficiencies All armor, shields
Weapon Proficiencies Simple weapons, martial weapons
Tool Proficiencies None
Languages (Illiterate) Low Atlantean, Dhari, Kalayan
Opportunist. When Dar makes an opportunity attack, he gains advantage. Instead of making an opportunity attack, he can use a reaction to move up to his speed.
Two-Weapon Fighting. When he engages in two-weapon fighting, Dar can add his ability modifier to the damage of the second attack.
Second Wind. On his turn, Dar can use a bonus action to regain hit points equal to 1d10 + his fighter level. Once he uses this feature, he must finish a short or long rest before he can use it again.
Action Surge. Dar can push himself beyond his normal limits for a moment. On his turn, Dar can take one additional action on top of his regular action and a possible bonus action. Once he uses this feature, Dar must finish a short or long rest before he can use it again.
Improved Critical. Dar’s weapon attacks score a critical hit on a roll of 19 or 20.
Brawny. Dar counts as one size larger for the purpose of determining his carrying capacity.
Unarmed. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 bludgeoning damage.
Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d8+3 slashing damage.
Dwarf-forged axe. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft., thrown 20/60, one target. Hit: 1d6+4 slashing damage.
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft., thrown 20/60, one target. Hit: 1d4+3 piercing damage
Longbow. Ranged Weapon Attack: +4 to hit, ammunition 150/600, one target. Hit: 1d8+2 piercing damage.
Equipment: Leather cuirass, longsword, dwarf-forged axe, dagger, longbow, quiver of 20 arrows, traveler’s clothes, 2 pouches, backpack, bedroll, mess kit, tinderbox, 10 torches, 10 days of rations, waterskin, tankard, 50 feet of hempen rope, riding horse, bit and bridle, riding saddle, saddle bags.
Wealth: 165 gp
Dar is the firstborn son of the shaman of the Dhari People of the White Elk. Having no gift for speaking with spirits, he struck out from his clan on his own when he was 14. He sailed the seas and learned the ways of the sword for four years, becoming a free blade. His strength and skill earned his keep and bought him weapons of bronze to ply his trade as a mercenary. His most recent employment took him to the City of Thieves in the company of the Elven wizard Vall Nailo.
- Personality Traits: I live for taking chances. It’s what makes me feel alive.
- Ideals: Friendship. There’s nothing I wouldn’t do for my friends.
- Bonds: As a teenager I sailed with the corsairs of the Golden Sea.
- Flaw: I am ridiculously impatient and rash. The second I think of something, I’ll do it.